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Multiple Sackbots?
Archive: 5 posts
Could someone please tell me how I could go about controlling two or more sackbots with one controllinator? For example, when you press triangle the control switches to a new sackbot. Thanks for your help | 2011-01-13 22:37:00 Author: SackbotInc Posts: 10 |
There's a lot of ways... but I guess one way to control n amount of sackbots: Have a selector with n inputs, and have the triangle button of the controllinator you're sitting in feeding the "Cycle" input of the selector. On the sackbots have their controllinators on a microchip, this way the controllinator can be activated. Then just hook up the states of the selector to the appropriate controllinator housing chip on each sackbot. | 2011-01-13 22:54:00 Author: Foofles Posts: 2278 |
Thanks a lot Foofles! | 2011-01-13 23:08:00 Author: SackbotInc Posts: 10 |
I don't mean to hijack your thread, but I have a similar question. If you recreate the control method you explained, Foofles, is it possible for the sackbot to still use animations and such until it's control is surrendered? I plan on doing a Lego Star Wars-esque level. Thanks! | 2011-01-14 02:03:00 Author: Super_Clone Posts: 849 |
Of course, it mostly fits in with the same idea. I guess you want to revert something back to an idle state after its control is surrendered? You can put a NOT gate with the desired state... for example, say a sackbot is set to state 2 ... you could have state 2 feed your controls and everything else relevant, and a NOT gate with state 2 as well, which will trigger when state 2 is not active. That way you could have that NOT feeding an idle animation behavior chip Is that what you mean? Either way animations are completely independent of controllinators. | 2011-01-14 02:17:00 Author: Foofles Posts: 2278 |
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